Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.
"Expelling goo!"
The 5th build in the "Concerns of The Deep" series.
This one is oriented around Splatter (1). You'll be goopin' all over them and dealing huge damage! Try to shoot your target BEFORE using Splatter (1).
Items have little notes under them. Special thanks to Skinner for helping me making this build.
Feel free to give me some feedback on the Viscous Discord: https://discord.gg/jD3Cauw6n5
Buy left to right. Resto Shot can be skipped if you aren't struggling. Move your mouse over the items for details!
This works with your Puddle Punch (3) and will heal you on hit. Heals more if you hit heroes! |Can be sold for a slot|
Every 6s, your next bullet will heal you when you hit an enemy, minion or soul orb. Goes on Cooldown even if you miss. Also provides you with a fair amount of Bullet shield. | Can be skipped | | Can be sold for a slot |
As you secure souls, you'll stack Spirit power, resulting in more damage with Splatter (1). Stacks on Neutrals too and even works when securing souls with Melee! |Can be sold for a slot|
Adds Spirit Damage to your Puddle Punch (3), also lowers the enemy's spirit resistance on hit. Try to proc this first before using Splatter (1)! | Upgrades into Spirit Snatcher |
An increase of damage for your Splatter (1). |Upgrades into Improved Burst|
Deal more damage to Minions, Neutrals and Objectives (Like Guardians, Walkers, etc...). |Can be sold for a slot|
|Imbue Splatter (1)| 65 more damage for Splatter (1). You need to NOT have full ammo for it to work! So make sure to shoot one bullet before using. Has a cooldown.
Provides you with 1 extra stamina. Useful against heroes like Warden. |Upgrades into Superior Stamina|
Buy left to right. Once you unlock a flex slot, buy Echo Shard. Otherwise, just skip it until you have a slot. Try to shoot your target first to apply debuffs before using Splatter (1)!
A burst of Spirit damage on your next bullet. Has a cooldown. Will go on cooldown even if you miss. It works with your Alt Fire! If you hit multiple targets, it'll only proc on the closest target.
| Replace Ammo Scavenger | Allows you to use Splatter (1) more often. Also reduces the cooldown of actives and item effects like Mystic Shot.
Grants you a free dash-jump and extra fire rate after a dash-jump. | Upgrades into Arcane Surge |
| Replace Restorative Shot | Applies a spirit damage amplification and spirit lifesteal against the enemy hit. Can be triggered by Puddle Punch (3). Try to proc this first before using Splatter (1)!
As long as you have Spirit Shield, you'll have more spirit, resulting in more damage for Splatter (1) and some cooldown reduction. |Replace Extra Regen if you bought it|
A large upgrade in term of damage for Splatter (1). Scales even better in late game. The bigger the Max HP of the enemy, the bigger the damage!
Use this after using Splatter (1) to use it again! Double Splattering! |Skip it if no slot and buy later|
Upon landing headshots, you'll increase your spirit power. Also still grant you the effects of Soul-Shredder Bullets.
|Imbue Splatter (1)| Gain a large amount of spirit for Splatter (1), resulting in more damage. |Replace Quicksilver Reload|
After a dash-jump, your next ability will be empowered! Always try to dash-jump before using Splatter (1).
Armors scale better late game. Don't hesitate to buy defensive items if you're struggling.
A good pick if the enemy is mostly dealing Bullet Damage. |Upgrades into Improved Bullet Armor|
A good pick if the enemy is mostly dealing Spirit Damage. |Upgrades into Improved Spirit Armor|
|Upgrade of Bullet Armor| A good pick if the enemy is mostly dealing Bullet Damage.
|Upgrade of Spirit Armor| A good pick if the enemy is mostly dealing Spirit Damage.
Grants you shields when you get CC'd. Useful against Mirage's tornado, Bebop's hook, Lash's dive, and more!
Grants yourself (Or an ally!) a decent amount of Spirit and Bullet shield for a short duration, along with some movement speed.
Reduces the duration of any CC, along with Infernus' burn, Pocket's poison, Mirage's Scarab/Siphon Bullet, and more!
Removes Bebop's bomb, Pocket's poison, Infernus' burn, Vindicta's Tether, Mirage's tornado, Siphon Bullet/Mirage's Scarab & mark, and more!
Buy left to right. As you unlock more flex slots, get more spirit items. Otherwise, consider the gun items.
Hitting an enemy with melee will steal their Spirit power & resistance! Resulting in you getting stronger and them getting weaker. Works with Puddle Punch (3).
Upon dealing spirit damage to an enemy, you reduce their healing, and you'll also heal if they die under this effect.
|Imbue Splatter (1)| Further cooldown reduction on Splatter (1), actives and item effects.
An increase of spirit damage across the board.
A ton more damage for Splatter (1). By the time you get this, even Spirit Strike and Mystic Shot can proc Improved Burst!
|Imbue Splatter (1)| Upon hitting an enemy with Splatter (1), they'll take delayed damage in the form of an AoE. Only works on the FIRST enemy hit by Splatter (1) if you hit multiple of them!
Build up spirit power by shooting enemies. Also gives you extra cooldown reduction.
Upon shooting your target a few times, you'll trigger an anti-healing effect and make them bleed for a % of their current health. Useful to trigger Healbane and Escalating Exposure.
Provides you with some really decent lifesteal, both gun and spirit. Also grants you cooldown reduction!
You can pick one (or multiple!) to adjust your gameplay to your liking.
Teleport in a desired direction instantly. Also grants some bullet resistance upon use.
Upon use, turn invisible and once you break invisibility, gain a large amount of spirit. This results in a lot more damage for Splatter (1)
Instantly teleport to a target, disarming them, slowing them and dealing a decent amount of damage to them.
Send back some of the damage you're taking while also granting yourself a decent amount of bullet resistance. Keep in mind: You still take damage during this.
Useful during laning if you're really struggling. Avoid getting shot when you use this! Otherwise it'll turn it off!
Upon use, provides you (or an ally!) with a burst of healing and 1 stamina. Charges up when nearby enemies use abilities.
An AoE of healing around you. Heals 20% per person you heal! Also heals minions around you.
Can be used to heal yourself (And an ally!). You can pull people that are in your Cube (2).
These items will help you have a better time against specific enemies or simply allow you to modify your gameplay to something that fits you more. Keep in mind that these items are NOT part of the build. Decay, Silence Glyph, Knockdown and Curse are powerful actives that can be bought to counter specific heroes.
Every 5s, your next bullet will heal you upon hitting an enemy. Heals more if you hit a hero. Be mindful that it'll go on cooldown even if you miss.
A free dash-jump and an increase of fire rate when dash-jumping. Has a cooldown.
Makes killing Neutrals and Minions a lot more comfortable by reloading your weapon for less downtime. Will make you unable to use Quicksilver Reload if you have extra ammo.
Slow down the enemy upon hitting them with bullets and melee.
Any enemy stepping into the fire will take spirit damage. Useful to proc Healbane.
Allows you to go faster but also resist slows.
Useful to rotate around the map and reach roofs.
Allows you to ignore any bullet damage for a few seconds. Useful against Haze and Wraith. Pairs well with Return Fire!
Grants you more mobility, some spirit power, and allow you to TRIPLE jump during Goo Ball (4).
A large upgrade in terms of healing. Works with Puddle Punch (3).
Makes you bigger but also tankier by giving you a lot of resistances upon activation.
Upon dying, you'll respawn where you died after a few seconds, at half health.
|Imbue Splatter (1)| This item is to make your Splatter (1)'s impact bigger, allowing you to land hits easier.
Reduces the healing of a target and deals damage based off their current health. Useful against Abrams, Infernus, Mo&Krill and more!
Deal some damage to a target and block their movement abilities for a short duration. Use it BEFORE they use their movement ability.
Silence a target and deal some damage. Useful against Yamato, Geist, Lash, Pocket, and many more.
Applies a delayed stun to a target. Also rapidly brings down any flying hero to the ground. Useful against Seven, Lash, Grey Talon, Vindicta and more.
Reduces an enemy to the state of an actual potato for a few seconds. Useful against carries!
Splatter
The Cube
Puddle Punch
Goo Ball
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